Coming from PC playing EVE for years then Moving to Elite on console i had always wished for Elite to take after some features in EVE. Such as larger ships and wings, in game corporations and alliances and player trading. But that is not what i am here to talk about. My subject is the rethinking if Jitter and its practical use.
Jitter as it sits is used to balance out some modified weapons. This should still stay however, i propose using jitter as a default stat on weapon class vs target size.
For Example...
C1 Sits at 0 Jitter
C2 Sits at 0.5 Jitter
C3 Sits at 1.5 Jitter
C4 Sits at 2.0 Jitter
These values would have to be tested and modified. The point of this is to bridge the gap between small and large ships.
Right now i can lock on to a fighter and blast it away with my 2 Huge Hardpoints. This pretty much means any ship smaller than a Python is going to have a very bad day.
Implement Jitter to weapon classes and you would get this.
"Your Corvette is interdicted by a wing of Eagles. As you try to defend yourself you find that your Huge and Large hardpoints even while being Gimballed are missing 80% of the time. Your only hope is to utilize your two small and mediums. After awhile you find that its just to much to handle as not only are you gimped on full damage potential but they heavily outmaneuver you. You will remember to bring fighters next time."
Example 2...
"You have been interdicted by a Vulture and Anaconda. You deploy your fighter and set it after the Vulture. The Vulture tries to fight back but cannot hit your fighter with its Large Hardpoints due to Jitter. The Anaconda deploys his fighter and sets it after yours. Both Ships then begin to primary you. You focus on the Vulture as he can be hit effectivly with all but your Huge HPs however, your C4s do manage to graze him every now and again. Once he is dead you focus on the Anaconda with full damage potential."
Doing this would make end game PvP more interesting. Show up to a fight with a full wing of Corvettes and Cutters and find that your enemy deploys much smaller ships to match you. You are now gimped on full damage and need to rely on your fighters and smaller hardpoints for damage. This type of Jitter would make no difference to class vs class battles however, go against mismatched classes and the fight changes. This type of Jitter would only make sense with turrets and gimballed. Fixed weapons could have a much smaller value and of course take more skill. An even better way to implement it is to have these jitter values only come into effect when your target hull mass goes under your Effective Tracking System ETS for short.
Overall this would make end game PvP and PvE more interesting. Promoting different builds tactics and teamwork. And i am sure many of the Cobra fanbase would fap to the idea of winning fights against full wings of skilled big ship pilots.
Some may argue that this is a buff to noobs and their tiny noob ships. As well as a huge nerf to large ships. This could or could not be the case here as these large ships still have huge tank and counters such as smaller hardpoints and fighters.
What do you guys think. I hope i got my point across clearly as i am on my phone.
Jitter as it sits is used to balance out some modified weapons. This should still stay however, i propose using jitter as a default stat on weapon class vs target size.
For Example...
C1 Sits at 0 Jitter
C2 Sits at 0.5 Jitter
C3 Sits at 1.5 Jitter
C4 Sits at 2.0 Jitter
These values would have to be tested and modified. The point of this is to bridge the gap between small and large ships.
Right now i can lock on to a fighter and blast it away with my 2 Huge Hardpoints. This pretty much means any ship smaller than a Python is going to have a very bad day.
Implement Jitter to weapon classes and you would get this.
"Your Corvette is interdicted by a wing of Eagles. As you try to defend yourself you find that your Huge and Large hardpoints even while being Gimballed are missing 80% of the time. Your only hope is to utilize your two small and mediums. After awhile you find that its just to much to handle as not only are you gimped on full damage potential but they heavily outmaneuver you. You will remember to bring fighters next time."
Example 2...
"You have been interdicted by a Vulture and Anaconda. You deploy your fighter and set it after the Vulture. The Vulture tries to fight back but cannot hit your fighter with its Large Hardpoints due to Jitter. The Anaconda deploys his fighter and sets it after yours. Both Ships then begin to primary you. You focus on the Vulture as he can be hit effectivly with all but your Huge HPs however, your C4s do manage to graze him every now and again. Once he is dead you focus on the Anaconda with full damage potential."
Doing this would make end game PvP more interesting. Show up to a fight with a full wing of Corvettes and Cutters and find that your enemy deploys much smaller ships to match you. You are now gimped on full damage and need to rely on your fighters and smaller hardpoints for damage. This type of Jitter would make no difference to class vs class battles however, go against mismatched classes and the fight changes. This type of Jitter would only make sense with turrets and gimballed. Fixed weapons could have a much smaller value and of course take more skill. An even better way to implement it is to have these jitter values only come into effect when your target hull mass goes under your Effective Tracking System ETS for short.
Overall this would make end game PvP and PvE more interesting. Promoting different builds tactics and teamwork. And i am sure many of the Cobra fanbase would fap to the idea of winning fights against full wings of skilled big ship pilots.
Some may argue that this is a buff to noobs and their tiny noob ships. As well as a huge nerf to large ships. This could or could not be the case here as these large ships still have huge tank and counters such as smaller hardpoints and fighters.
What do you guys think. I hope i got my point across clearly as i am on my phone.